Click or drag to resize

Visual Class

Abstract class that all 3D objects derive from.
Inheritance Hierarchy
SystemObject
  System.DynamicDynamicObject
    NotifyPropertyChangedBase
      Demo3D.VisualsVisual
        Demo3D.VisualsCanvasVisual
        Demo3D.VisualsCoreVisual

Namespace: Demo3D.Visuals
Assembly: Demo3D.Core (in Demo3D.Core.dll) Version: 19.00.00
Syntax
C#
public class Visual : NotifyPropertyChangedBase, IDisposable, 
	ISerializableValue, IBindingInterfaceOwner, ISerializableObjectContainer

The Visual type exposes the following members.

Properties
 NameDescription
Public propertyAllConnectorsGets all connectors.
Public propertyAllowWaitOnMoveWhen true, allows scripting to wait for the OnMoved event. This is false by default to avoid performance degradation for visuals that move frequently. <p> Example scripting: <pre> sender.AllowWaitOnMove = true; Wait( sender.OnMoved ); </pre>
Public propertyAncestors Return all ancestor visuals above this point in the Visual hierarchy.
Public propertyAngularVelocity The current angular velocity of the Visual in radians/second.
Public propertyAnimatorInProgress Determine if any animations are currently in progress for this Visual.
Public propertyApp The global application object.
Public propertyBillboardIf true, then the visual will always face the camera. This is useful for text that should always face the user, for example. <p> Note that the visual's Rotation property will be set automatically, and so will overwrite any updates made from scripting or from the property grid.
Public propertyBillOfMaterialsCodeExprThe catalog order code of the component as it appears in the bill of materials, e.g. "'XYZ-203-37.TZ1'". If this is blank there will be no entry in the bill of materials for this component.
Public propertyBillOfMaterialsCostExprThe cost of the component as it appears in the bill of materials, e.g. "1595.95".
Public propertyBillOfMaterialsDescriptionExprThe description of the component as it appears in the bill of materials, e.g. "Driven Roller Module". If this is blank there will be no entry in the bill of materials for this component.
Public propertyBoundingBox Get the bounding box of this visual including all its children.
Public propertyBoundingBoxExcludingChildren Get the bounding box of the visual excluding children.
Public propertyBoundingSphere Get the bounding sphere of this visual, including its children.
Public propertyBoundingSphereExcludingChildren Get the bounding sphere of this visual, excluding its children.
Public propertyChildren Return the collection of child Visuals.
Public propertyClientOwnerUsername 
Public propertyConnectAllowedA list of visual Types that are allowed to connect to this visual. If empty, then all visuals are allowed to connect, provided they are not specified in the ConnectDisallowed list, and that the connector-specific rules also allow the connection. <p> See also: <ul> <li>Demo3D.Visuals.Visual.ConnectDisallowed <li>Demo3D.Visuals.Connector.Allowed <li>Demo3D.Visuals.Connector.Disallowed </ul>
Public propertyConnectDisallowedA list of visual Types that are not allowed to connect to this visual. If a Type appears in both ConnectAllowed and ConnectDisallowed, then ConnectDisallowed takes priority and the connection is not allowed. <p> See also: <ul> <li>Demo3D.Visuals.Visual.ConnectAllowed <li>Demo3D.Visuals.Connector.Allowed <li>Demo3D.Visuals.Connector.Disallowed </ul>
Public propertyConnectorPairs All pairs of connectors from this visual.
Public propertyControlPointsAllowedA white list of control points that should be shown and editable.
Public propertyControlPointsDisallowedA black list of control points that should be hidden and not editable.
Public propertyCurrentRoutingTarget The current destination for this visual (usually a load). This can be used by equipment to decide which direction to transfer a load, or it can be ignored. It is specific to the equipment processing the load.
Public propertyCurrentStation The Visual that the load is current at waiting to be ordered. Any Visual can be a Station but LoadCreatorVisual the first station set when calling LoadCreatorVisual.OrderLoad(). This is normally set for loads.
Public propertyCurrentTransfer Information about the current transfer in progress for this visual using the Transfer Protocol. This is normally set for loads.
Public propertyCustomProperties The collection of CustomProperty objects for this Visual.
Public propertyDescendants Return all visuals below this point in the Visual hierarchy .
Public propertyDescendantsDepthFirst Return all visuals below this point in the Visual hierarchy .
Public propertyDescription A description of the Visual.
Public propertyDocument The document that this Visual belongs to.
Public propertyDraggable Whether the visual be dragged using the mouse.
Public propertyFaceCount Number of faces in Mesh for Visual.
Public propertyFaceCountDeep Number of faces in Mesh for Visual and all its children.
Public propertyFirstChild The first child visual of this visual, or null if this visual has no children.
Public propertyFixToParentFor a load or vehicle this will create a fixed joint between it and its parent unless there is another joint in the way. This should be true for creating composite loads or vehicles or false where there is just a logical connection to the parent, e.g. boxes in a tote.
Public propertyFullName The full name of this Visual, including the names of all Parent Visual separated by '.' characters.
Public propertyHasChildren Determine if this Visual has any children or not.
Public propertyHasNextSibling Determine if this Visual has any siblings or not.
Public propertyHideAdvancedProperties
Public propertyHierarchyColorThe background color of the Visual in the hierarchy
Public propertyId A unique identifier for this Visual.
Public propertyIncludeChildContextMenusWhen right clicking on the object should child objects menu items be included. Default is false.
Public propertyInitialLocation The InitialLocation of the Visual in meters from the Origin of the Parent Visual.
Public propertyInitialMatrix The InitialLocation and InitialRotation in Matrix form.
Public propertyInitialParentOnResetThe parent that should be assigned upon reset. This is useful for vehicle-type components that should reset their position to a particular track section, for example. Note this is only applied if InitialPositionOnReset is set to True.
Public propertyInitialPositionOnResetMoves the visual back to its initial location and rotation when Reset is pressed.
Public propertyInitialRotationDegrees The InitialRotation of the Visual in degrees relative to the Rotation of Parent Visual.
Public propertyInitialRotationMatrix The InitialRotation in Matrix form.
Public propertyInitialRotationRadians The InitialRotation of the Visual in radians relative to the Rotation of Parent Visual.
Public propertyInitialWorldLocation The InitialLocation of this Visual and all its Parent Visuals in Matrix form.
Public propertyInitialWorldMatrix The InitialLocation and InitialRotation of this Visual and all its Parent Visuals in Matrix form.
Public propertyIsSimulationTransferInProgress 
Public propertyIsStatic Can this visual change its Location/Rotation relative to its parent at runtime. This is used to improve simulation and graphical performance by analyzing what can and can't move during a model run.
Public propertyIsVisible Determines whether the Visual is currently visible given the state of layers, etc.
Public propertyIsWorldStatic Whether this visual and all its ancestor visuals are Static.
Public propertyKinematic Whether the visual's body is kinematic.
Public propertyLayerThe layer for this object. If (As Parent) it inherits its layer from its parent, which may in turn inherit the layer from its parent, etc.
Public propertyLocation The visual's X, Y, and Z coordinates relative to its parent.
Public propertyLocationX The visual's X coordinate relative to its parent.
Public propertyLocationY The visual's Y coordinate relative to its parent.
Public propertyLocationZ The visual's Z coordinate relative to its parent.
Public propertyMatrix The current matrix transform of the Visual local to its Parent Visual.
Public propertyMeshBoundingBox Get the bounding box of the mesh for this visual.
Public propertyMeshBoundingSphere Get the bounding sphere for the mesh of this visual.
Public propertyMoveToEventsEnabledIf True, then MoveTo, TurnTo will issue events that indicate when the visual has started accelerating, cruising, decelerating and has stopped. <p> When enabled, the events are issued as OnAnimatorEvent. <p>An example function that will handle these events is: <pre> function Box_OnAnimatorEvent( sender : Visual, args : AnimatorEventArgs ) { switch (args.EventType) { case AnimatorEventType.Accelerate: print("Accelerating"); break; case AnimatorEventType.Cruise: print("Cruising"); break; case AnimatorEventType.Decelerate: print("Decelerating"); break; case AnimatorEventType.Stop: print("Stopped"); break; } } </pre>
Public propertyName The name of the Visual.
Public propertyNativeObject The native C# scripting class instance for this visual
Public propertyNativeTypeNameThe namespace and class name to instantiate for this Visual, e.g. Demo3D.Components.Component (in this case Demo3D.Components.dll will be loaded to try to find the class)
Public propertyNewNameExprThe string used to format the new name of this component if it is copied or added to the project from a catalog. The variable name "ID" will generate a unique number for that type of component in the current project.
Public propertyNextSibling The next sibling of this visual, or null if this visual has no siblings.
Public propertyOnAfterParentPropertyUpdatedOccurs after a property of the parent visual is updated.
Public propertyOnAfterPropertyUpdatedOccurs after a property of the visual is updated.
Public propertyOnAfterSubscribedPropertyUpdatedOccurs after a property of a visual that has this visual in its PropertyUpdatedSubscribers list is updated.
Public propertyOnAnimatorCompletedOccurs when an animator completes.
Public propertyOnAnimatorEventOccurs when the visual starts to accelerate, cruise, decelerate and stop during a MoveTo or TurnTo command. Note that this event will only be issued if MoveToEventsEnabled is set to True.
Public propertyOnAspectRenamedOccurs after an aspect on the visual is renamed.
Public propertyOnBeforeParentPropertyUpdatedOccurs before a property of the parent visual is updated.
Public propertyOnBeforePropertyUpdatedOccurs before a property of the visual is updated.
Public propertyOnChildAddedOccurs when a child is parented to this visual after the reparenting has been performed.
Public propertyOnChildRemovedOccurs when a child is unparented from this visual after the reparenting has been performed.
Public propertyOnClickOccurs when the visual is clicked on in demonstration/navigation mode.
Public propertyOnConnectedOccurs when this visual is connected to another visual
Public propertyOnCustomPropertyCreatedOccurs after a new custom property is added to the visual.
Public propertyOnCustomPropertyRenamedOccurs after a custom property of the visual is renamed.
Public propertyOnCustomPropertyUpdatedOccurs after a custom property of the visual is updated.
Public propertyOnDisconnectedOccurs when this visual is disconnected from another visual
Public propertyOnDragEndOccurs when a visual has finished being dragged to a new location.
Public propertyOnDragStartOccurs when a visual is about to be dragged to a new location.
Public propertyOnExperimentFinishedOccurs at the end of each experiment. This allows finalization of any data collection, for example.
Public propertyOnExperimentPreInitializeOccurs at the before each experiment starts running but after the current experiment row variables have been set. This allows initialization of the model to be done before OnInitialize has been called.
Public propertyOnExperimentStartedOccurs at the start of each experiment. This allows for initialization of any data collection, for example.
Public propertyOnExportBindableItemOccurs when Export is called from the Tag Browser. This allows custom information to be written about each tag in addition to the default data.
Public propertyOnInitializeOccurs when Play is pressed at time 0.
Public propertyOnKeyOccurs when a key is pressed or released and this visual is selected.
Public propertyOnKeyPressOccurs when a key is pressed and this visual is selected.
Public propertyOnLoadedOccurs when the document is loaded.
Public propertyOnMessageOccurs when a message is sent from another visual's MessageListeners list.
Public propertyOnMouseLeaveOccurs when the mouse moves away from the visual.
Public propertyOnMouseMoveOccurs when the mouse moves over the visual.
Public propertyOnMouseOverOccurs when the mouse enters the visual.
Public propertyOnMouseUpOccurs when a mouse button is released after being pressed on the visual.
Public propertyOnMovedOccurs when a visual has moved or rotated. NOTE: For fast moving objects like loads this can be a performance hit.
Public propertyOnMoveToCompletedOccurs when a MoveTo or TurnTo has finished.
Public propertyOnNameChangedOccurs when this visual's name is changed.
Public propertyOnParentMovedOccurs when a parent or parent's parent, etc. has moved or rotated. NOTE: For fast moving objects like loads this can be a performance hit.
Public propertyOnParentUpdatedOccurs when the parent for the visual changes.
Public propertyOnPreInitializeOccurs before OnInitialize is called. The OnPreInitialize is called for every visual in one pass. Then a second pass calls OnInitialize for every visual.
Public propertyOnRenderTypeOccurs whenever the render status of a visual type is changed. This is usually in response to the user pressing one of the "Show X" buttons on the toolbar; for example, "Show Lights", "Show Support Stands", etc.
Public propertyOnResetOccurs when Reset is pressed.
Public propertyOnShortcut
Public propertyOnShowDirectionsOccurs when the status of the "Show Direction Arrows" configuration is changed.
Public propertyOnUnloadedOccurs when the document is unloaded
Public propertyOnVisualAddedOccurs when this visual is added to the model. The scene's "OnVisualAdded" is also called for each visual that is added.
Public propertyOnVisualRemovedOccurs when this visual is removed from the model. The scene's "OnVisualRemoved" script is also called whenever any visual is removed.
Public propertyParent The parent Visual for this Visual.
Public propertyPhysicsCollisionMargin The default collision margin for physics collision geometry belonging to the visual's PhysicsBody.
Public propertyPhysicsEnabled Whether the physics for the visual is enabled or not.
Public propertyPropertyUpdatedSubscribersVisuals that will be notified when any custom property on this visual is updated. Each visual will be notified via its "OnAfterSubscribedPropertyUpdated" script. <p> See also: <ul> <li>OnAfterSubscribedPropertyUpdated </ul>
Public propertyRotationDegrees The rotation of the Visual (in degrees) relative to ts Parent Visual.
Public propertyRotationMatrix The rotation of this Visual relative to its Parent in Matrix form.
Public propertyRotationRadians The rotation of the Visual (in radians) relative to its Parent Visual.
Public propertyRotationXDegrees The X rotation of the Visual (in degrees) relative to its Parent Visual.
Public propertyRotationXRadians The X rotation of the Visual (in radians) relative to its Parent Visual.
Public propertyRotationYDegrees The Y rotation of the Visual (in degrees) relative to its Parent Visual.
Public propertyRotationYRadians The Y rotation of the Visual (in radians) relative to its Parent Visual.
Public propertyRotationZDegrees The Z rotation of the Visual (in degrees) relative to its Parent Visual.
Public propertyRotationZRadians The Z rotation of the Visual (in radians) relative to its Parent Visual.
Public propertySelectParentWhenPickedIf this component is clicked on or is included in a selection rectangle then the parent is selected instead and its properties are shown instead. Once this is set the properties can only be changed from the Project Explorer Window.
Public propertyShowControlPoints Whether the control points for this visual should be rendered.
Public propertySimplePropertiesEnter a non-empty name for each property that should be shown in the Simple Properties view.
Public propertySurfaceArea Surface area of Visual.
Public propertySurfaceAreaDeep Surface area of Visual and all its children.
Public propertyTagsList of names that can be used to provide multiple categories of components in a catalog. The catalog can show only components with tag "Pallets", for example.
Public propertyToolTipExprThe format string for the tooltip that appears for an object.
Public propertyTopParent Get the top level visual, the one which has no parent.
Public propertyTransferState The current state of transfers in or out of this visual using the Transfer Protocol. This is normally set for transfer enabled equipment (not loads).
Public propertyTransferStateEnabled Whether this visual supports the Transfer Protocol. This is normally set for transfer enabled equipment (not loads).
Public propertyType A type string for the Visual.
Public propertyUserDataA string that can be used to store any custom data about the visual. This is passed to the WebGL and VR renderers to be used in remote applications.
Public propertyUserVarsA dictionary of user key value pairs that can be used to store any custom data about the visual.
Public propertyVelocity The current linear velocity of the Visual in meters/second.
Public propertyVertexCount Number of vertices in Mesh for Visual.
Public propertyVertexCountDeep Number of vertices in Mesh for Visual and all its children.
Public propertyVisualAndAncestors Return all ancestor visuals above this point in the Visual hierarchy, including the Visual itself.
Public propertyVisualAndDescendants Return all visuals below this point in the Visual hierarchy including the Visual itself.
Public propertyVolume Volume of Visual.
Public propertyVolumeDeep Volume of Visual and all its children.
Public propertyWorldBoundingBox The world axis aligned bounding box of this Visual including the bounding boxes of all the child visuals and their children.
Public propertyWorldBoundingBoxExcludingChildren The world axis aligned bounding box of this Visual only (excluding any children).
Public propertyWorldBoundingSphere Get the bounding sphere of this visual, including its children, in world space relative to the Scene.
Public propertyWorldBoundingSphereExcludingChildren Get the bounding sphere of this visual, excluding its children, in world space relative to the Scene.
Public propertyWorldLocation The visual's world X, Y, and Z coordinates relative to the Scene.
Public propertyWorldLocationX The visual's world X coordinate relative to the Scene.
Public propertyWorldLocationY The visual's world Y coordinate relative to the Scene.
Public propertyWorldLocationZ The visual's world Z coordinate relative to the Scene.
Public propertyWorldMatrix The Location and Rotation of this Visual in Matrix form.
Public propertyWorldRotationDegrees The world rotation of the Visual (in degrees) relative to the Scene.
Public propertyWorldRotationMatrix The rotation of this Visual relative to the Scene in Matrix form.
Public propertyWorldRotationRadians The world rotation of the Visual (in radians) relative to the Scene.
Public propertyWorldRotationXDegrees The world X rotation of the Visual (in degrees) relative to the Scene.
Public propertyWorldRotationXRadians The world X rotation of the Visual (in radians) relative to the Scene.
Public propertyWorldRotationYDegrees The world Y rotation of the Visual (in degrees) relative to the Scene.
Public propertyWorldRotationYRadians The world Y rotation of the Visual (in radians) relative to the Scene.
Public propertyWorldRotationZDegrees The world Z rotation of the Visual (in degrees) relative to the Scene.
Public propertyWorldRotationZRadians The world Z rotation of the Visual (in radians) relative to the Scene.
Public propertyWorldXAxis The world X-Axis for the visual
Public propertyWorldYAxis The world Y-Axis for the visual
Public propertyWorldZAxis The world Z-Axis for the visual
Top
Methods
 NameDescription
Public methodCode exampleAddAspect(Object) Adds an aspect instance created outside the Visual.
Public methodCode exampleAddAspectT(T) Add an aspect instance.
Public methodCode exampleAddBindingInterfaceAdd a custom property to the visual which. This property is set to be a binding interface using the declared access rights.
Public methodCode exampleAddCustomProperty(String, Object, String)Add a custom property to the visual. If the custom property already exists, then this call will update its value and description.
Public methodCode exampleAddCustomProperty(String, Type, Object, String) Add a custom property to the visual. If the custom property already exists, then this call will update its value, type and description.

Note: For most uses, AddCustomProperty(String, Object, String) or AddSimpleProperty(String, Object, String) is more suitable, because there is no need to pass the type parameter; it is taken automatically from the value. The only exception is if the value passed in is null, since we can't extract the type.

Public methodAddSimpleProperty(String, Object, String) Add a custom property and also add a PropertyAlias for that new customer property making it appear as a Simple Property.
Public methodAddSimpleProperty(String, Type, Object, String) Add a custom property and also add a PropertyAlias for that new customer property making it appear as a Simple Property.
Public methodAddTemporaryProperty(String, Object) Create a temporary custom property that won't persistent on disk when saved. The property will also be hidden in the user interface.
Public methodAddTemporaryProperty(String, Object, String) Create a temporary custom property that won't persistent on disk when saved. The property will also be hidden in the user interface.
Public methodAddTemporaryProperty(String, Type, Object) Create a temporary custom property that won't persistent on disk when saved. The property will also be hidden in the user interface.
Public methodAddTemporaryProperty(String, Type, Object, String) Create a temporary custom property that won't persistent on disk when saved. The property will also be hidden in the user interface.
Public methodCode exampleAlignToFloor Align the mesh bounding box of the Visual to the default FloorVisual of the Scene.
Public methodCode exampleAlignToFloor(Visual) Align the mesh bounding box of the Visual to the specified FloorVisual. Pass 'null' or the SceneVisual to align to the default FloorVisual of the Scene.
Public methodCancelAnimators Cancel any animations that are currently in progress.
Public methodChildrenAsList Return a List<Visual> representing all the children of this visual
Public methodCode exampleClone Create a copy of a visual and its children placed in the top level scene.
Public methodConnectedVisual Find the visual that is attached to the supplied connectorName.
Public methodCode exampleConnectTo(String, Visual, String) Connect the visual to another visual with the corresponding connector names. This connection replaces any existing connections on this or the other visual's connector.
Public methodCode exampleConnectTo(String, Visual, String, Boolean) Connect the visual to another visual with the corresponding connector names. This connection replaces any existing connections on this or the other visual's connector, unless allowMultiple is true, in which case this connection is added to existing connections.
Public methodContains Is the visual contained by the visual tree from this point down?
Public methodContainsChild Is the child a direct child of the visual.
Public methodCreateManagedAspectT 
Public methodDelete Delete this visual. If it is in a Document, it is removed from the document as well.
Public methodCode exampleDisconnect Disconnect any connections on the supplied connector name.
Public methodFadeToColor Changes the primary color of the visual over a given time. This method blocks the current script until the transition is complete.
Public methodFadeToColorDeep Animate the primary color of a visual and all its descendants in a given time.
Public methodFadeToMultipleColors Changes the set of material colors on the visual over a given time. This method blocks the current script until the transition is complete.
Public methodFadeToTransparency Change the transparency of the visual over a given time period. Note that this may have no effect if the visual has a texture in its material.
Public methodFadeToTransparencyDeep Animate the transparency of a visual and all its descendants in a given time.
Public methodFilteredChildren Return the collection of child Visuals that match the given predicate.
Public methodFilteredDescendants Return all visuals below this point in the Visual hierarchy that match the given predicate.
Public methodFindAncestorsAspectT Find the first aspect of type T on one of the visuals ancestors (parent, grand-parent, etc.).
Public methodFindAncestorsAspectsT Finds all aspects of type T on any of this visual's ancestors.
Public methodCode exampleFindAspectsT Find all aspects that can be cast to the given type.
Public methodFindBindingInterfaceFind a binding interface by name if it exists. Otherwise return null.
Public methodFindChild Look through children and their children to find the first visual of a given name. Breadth first search.
Public methodFindConnector Find a named connector on a conveyor object, e.g. "Start"
Public methodCode exampleFindCreateAspect(Type) Finds an aspect if it exists or Adds a new one if it doesn't exist.
Public methodCode exampleFindCreateAspectT Finds an aspect if it exists or adds a new one if it doesn't exist.
Public methodFindCreateConnector Find or create a connector of the supplied name.
Public methodFindCreateManagedAspectT 
Public methodFindCustomProperty Find a custom property by name if it exists. Otherwise return null.
Public methodFindDotNetType 
Public methodFindFirstOfType Like FindType except it return the first instance of that type.
Public methodFindImmediateChild Look through children to find a named visual.
Public methodFindImmediateChildren Look through children to find all immediate children with a given name.
Public methodFindImmediateType Find all the objects in the Children of type Type (immediate children only)
Public methodFindManagedAspectsT Find all managed aspects that can be cast to the given type.
Public methodFindParent(PredicateVisual) Go back up through the parents of visuals to find a particular parent that matches the supplied predicate.
Public methodFindParent(Type) Go back up through the parents of visuals to find a particular parent type.
Public methodFindType Find all the objects in the Descendants of type Type (all descendants)
Public methodCode exampleFindVisualAndAncestorsAspectT Find the first aspect of type T on this visual or one of its ancestors (parents, grand-parents, etc.).
Public methodCode exampleFindVisualAndAncestorsAspectsT Finds all aspects of type T on this visual or its ancestors.
Public methodCode exampleFindVisualAndDescendantsAspectT Find the first aspect of type T on this visual or one of its descendents (children recursively)
Public methodCode exampleFindVisualAndDescendantsAspectsT Find all aspects of type T on this visual or one of its descendents (children recursively)
Public methodFindVisualType Find all the visuals that have their Type field set to 'type'.
Public methodFreeze Hold the load in one position by making it kinematic.
Public methodGetCustomProperty Get the container class for a custom property, or null if it doesn't exist.
Public methodGetCustomPropertyValue(String) Get the value of a custom property, or null if it doesn't exist.
Public methodGetCustomPropertyValueT(String, T) Get the value of a custom property, or a defaultValue if it doesn't exist.
Public methodGoToInitialPosition Set the Location and Rotation of the Visual to be the same as the InitialLocation and InitialRotation.
Public methodGoToInitialRotation Set the Rotation of the Visual to be the same as the InitialRotation. The Location remains unchanged.
Public methodCode exampleHasAspectT Returns whether an aspect of a given type can be found on the visual.
Public methodCode exampleHasCustomProperty Determines whether a custom property has been defined or not.
Public methodInitializeDefault 
Public methodIsAncestorOf Is this Visual a parent, grandparent, great grandparent etc. of the potentialChild.
Public methodIsDeleted Determine if the Visual been deleted.
Public methodCode exampleMoveTo(Matrix) Move to a new matrix location instantly.
Public methodCode exampleMoveTo(Vector3) Move to a new location instantly.
Public methodCode exampleMoveTo(Matrix, SpeedProfile) Move to a new matrix location using a speed profile. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Matrix, Double) Move to a new matrix location at a given speed.
Public methodCode exampleMoveTo(Vector3, SpeedProfile) Move to a new location given a speed profile. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Vector3, Double) Move to a new location given a speed.
Public methodCode exampleMoveTo(Matrix, Double, Double) Move to a new matrix location at a given speed and acceleration. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Vector3, Double, Double) Move to a new location given a speed and acceleration. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Matrix, SpeedProfile) Move to a new matrix location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Matrix, Double) Move to a new matrix location relative to another visual.
Public methodCode exampleMoveTo(Visual, Vector3, SpeedProfile) Move to a new location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Vector3, Double) Move to a new location relative to another visual.
Public methodCode exampleMoveTo(Matrix, Double, Double, Double) Move to a new matrix location at a given speed, acceleration and deceleration. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Vector3, Double, Double, Double) Move to a new location given a speed, acceleration, and deceleration. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Matrix, Double, Double) Move to a new matrix location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Vector3, Double, Double) Move to a new location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Matrix, Double, Double, Double) Move to a new matrix location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleMoveTo(Visual, Vector3, Double, Double, Double) Move to a new location relative to another visual. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodMoveToInitialPosition Move to the InitialPosition and InitialRotation.
Protected methodNotifyMeshChanged 
Public methodPopRoutingTarget Pop a routing target from the current routing target stack, making the next target down the stack the new current routing target. Remove this visual from the previous target's custom property called "RoutingTargetAllocators".
Public methodPushRoutingTarget Push a new routing target onto the stack of routing targets, making this the new current routing target. Add this visual to a custom property on the target called "RoutingTargetAllocators". This is normally called for loads.
Public methodRecalculateConnections Attach or detach connectors and accessories to or from valid connections on this visual and all children.
Public methodCode exampleRemoveAspect(Object) Removes an aspect instance.
Public methodCode exampleRemoveAspect(Type) Removes an aspect of a given type.
Public methodCode exampleRemoveAspectT Removes an aspect.
Public methodRemoveAspectT(T) Removes an aspect instance.
Public methodCode exampleRemoveBindingInterfaceAdd a custom property to the visual. This property is set to be a binding interface using the declared access rights.
Public methodRemoveConnector Remove a connector with a certain name.
Public methodRemoveCustomProperty Remove a custom property from the Visual.
Public methodReparent Remove this visual from the current parent's list of children (if current parent is not null), and add it to the new parent's list of children (if new parent is not null). The visual's matrix is adjusted accordingly, such that its top-level world location and orientation is preserved.
Public methodCode exampleRotate(Axis, SpeedProfile) Set the visual rotating.
Public methodCode exampleRotate(Axis, Double) Set the visual rotating.
Public methodCode exampleRotate(Axis, Double, Double) Set the visual rotating.
Public methodCode exampleRotate(Visual, Axis, SpeedProfile) Set the visual rotating.
Public methodCode exampleRotate(Visual, Axis, SpeedProfile, RotationDirection) Set the visual rotating.
Public methodRotateByImmediate 
Public methodCode exampleRotateToImmediate Rotate immediately around a given local axis to a given angle relative to the visual's initial position.
Public methodCode exampleRotateToLocalX Rotate around the local X axis a given amount at a given speed.
Public methodCode exampleRotateToLocalY Rotate around the local Y axis a given amount at a given speed.
Public methodCode exampleRotateToLocalZ Rotate around the local Z axis a given amount at a given speed.
Public methodSetCustomPropertyValueT Set the value of a custom property or do nothing if it doesn't exist.
Public methodSetInitialPosition Set InitialLocation to be the current Location and InitialRotation to be the current Rotation.
Public methodSetIsStaticDeep Set the IsStatic property for this Visual and all children recursively.
Public methodCode exampleSetNativeObject Set the native C# scripting class instance for this visual
Public methodSetScriptNativeTypeName Atomically set the Script and NativeTypeName together but only create the NativeObject once.
Public methodStick Reparents this visual to a specified parents and disables physics. This is intended for use with loads, where parent is generally a vehicle or some visual that will be moving the load.
Public methodStickKinematic Reparents this visual to a specified parents and sets visual to be kinematic This is intended for use with loads, where parent is generally a vehicle or some visual that will be moving the load.
Public methodToStream Convert a visual to a stream containing XML. Use Document.CreateVisual to turn it back into a copy of the original visual.
Public methodToXml Convert a visual to XML. Use Document.CreateVisual to turn it back into a copy of the original visual.
Public methodTransformFromWorld Transform a world coordinate to a local coordinate
Public methodTransformFromWorldNormal Transform a world normal to a local normal
Public methodTransformFromWorldRotationDegrees Transform a world rotation (in degrees) to a local rotation (in degrees).
Public methodTransformFromWorldRotationRadians Transform a world rotation (in radians) to a local rotation (in radians).
Public methodTransformToParent Transform a local coordinate to coordinate local to parent.
Public methodTransformToParentNormal Transform a local normal to normal local to parent
Public methodTransformToWorld Transform a local coordinate to a world coordinate.
Public methodTransformToWorldNormal Transform a local normal to a world normal.
Public methodTransformToWorldRotationDegrees Transform a local rotation (in radians) to a world rotation (in radians).
Public methodTransformToWorldRotationRadians Transform a local rotation (in radians) to a world rotation (in radians).
Public methodTranslateLocalX(Double) Instantly move the visual along the local X axis of its initial matrix by xOffset units.
Public methodTranslateLocalX(Double, Double) Move the visual along the local X axis of its initial matrix by xOffset units, at the given speed.
Public methodTranslateLocalX(Double, Double, Double, Double) Move the visual along the local X axis of its initial matrix by xOffset units, at the given speed and acceleration
Public methodTranslateLocalY(Double) Instantly move the visual along the local Y axis of its initial matrix by yOffset units.
Public methodTranslateLocalY(Double, Double) Move the visual along the local Y axis of its initial matrix by yOffset units, at the given speed.
Public methodTranslateLocalY(Double, Double, Double, Double) Move the visual along the local Y axis of its initial matrix by yOffset units, at the given speed and acceleration
Public methodTranslateLocalZ(Double) Instantly move the visual along the local Z axis of its initial matrix by zOffset units.
Public methodTranslateLocalZ(Double, Double) Move the visual along the local Z axis of its initial matrix by zOffset units, at the given speed.
Public methodTranslateLocalZ(Double, Double, Double, Double) Move the visual along the local Z axis of its initial matrix by zOffset units, at the given speed and acceleration
Public methodTranslateX(Double) Instantly move the visual along the model's X axis by xOffset units
Public methodTranslateX(Double, Double) Move the visual along the model's X axis by xOffset units, at the given speed.
Public methodTranslateX(Double, Double, Double, Double) Move the visual along the model's X axis by xOffset units, at the given speed and acceleration
Public methodTranslateY(Double) Instantly move the visual along the model's Y axis by yOffset units
Public methodTranslateY(Double, Double) Move the visual along the model's Y axis by yOffset units, at the given speed.
Public methodTranslateY(Double, Double, Double, Double) Move the visual along the model's Y axis by yOffset units, at the given speed and acceleration.
Public methodTranslateZ(Double) Instantly move the visual along the model's Z axis by zOffset units
Public methodTranslateZ(Double, Double) Move the visual along the model's Z axis by zOffset units, at the given speed.
Public methodTranslateZ(Double, Double, Double, Double) Move the visual along the model's Z axis by zOffset units, at the given speed and acceleration.
Public methodCode exampleTurnTo(Matrix) Immediate Matrix TurnTo.
Public methodCode exampleTurnTo(Vector3) Turn to a new yaw pitch roll instantly.
Public methodCode exampleTurnTo(Matrix, SpeedProfile) Main Matrix TurnTo method. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Matrix, Double) Matrix TurnTo method.
Public methodCode exampleTurnTo(Vector3, Double) Turn to a new yaw pitch roll in a fixed time.
Public methodCode exampleTurnTo(Axis, Double, SpeedProfile) Turns to a target rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Axis, Double, Double) Turns to a target rotation.
Public methodCode exampleTurnTo(Matrix, Double, Double) Matrix TurnTo method. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Matrix, SpeedProfile) Main Matrix TurnTo method.
Public methodCode exampleTurnTo(Visual, Matrix, Double) Matrix TurnTo method.
Public methodCode exampleTurnTo(Axis, Double, SpeedProfile, RotationDirection) Turns to a target rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Axis, Double, Double, Double) Turns to a target rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Matrix, Double, Double, Double) Matrix TurnTo method. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Axis, Double, SpeedProfile) Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Axis, Double, Double) Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation.
Public methodCode exampleTurnTo(Visual, Matrix, Double, Double) Matrix TurnTo method. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Axis, Double, Double, Double, Double) Turns to a target rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Axis, Double, SpeedProfile, RotationDirection) Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Axis, Double, Double, Double) Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Matrix, Double, Double, Double) Matrix TurnTo method. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodCode exampleTurnTo(Visual, Axis, Double, Double, Double, Double) Turns to a target rotation. If the targetVisual is the same as the rotating visual, the target rotation will be away from the visual's initial rotation. An acceleration or deceleration of zero is handled as infinity, meaning the top speed is instantly reached, and movement is immediately stopped respectively.
Public methodUnfreeze Release the load in one position by making it dynamic.
Public methodUnstick Reparents this (stuck) visual to the scene and restores its physics state.
Public methodWaitForAnimator 
Public methodWakeUpSurroundingVisuals Wake up any surrounding loads that might have been disabled so they don't remain in midair.
Top
Events
 NameDescription
Public eventCode exampleAspectRemoved Raised when an aspect is removed from this Visual.
Public eventControlPointEndDragListeners Occurs when a ControlPoint drag operation is completed.
Public eventControlPointStartDragListeners Occurs when a ControlPoint drag operation is started.
Public eventDeletedListeners Occurs when the visual is deleted (Delete).
Public eventInitializeListeners Occurs when the visual is initialized (OnInitialize).
Public eventMeshChanged Occurs when the mesh of the visual is changed.
Public eventResetListeners Occurs when the visual is reset (OnReset).
Top
Fields
Extension Methods
 NameDescription
Public Extension MethodFullPropertyPath
(Defined by PathExtensions)
Top
See Also